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<a href="#nested-classes">Classes</a> &#124;
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<div class="title">Unity.MLAgents.Policies Namespace Reference</div>  </div>
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Classes</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>BarracudaPolicy</b></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The Barracuda Policy uses a Barracuda Model to make decisions at every step. <br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html">BehaviorParameters</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A component for setting an </p><dl class="section see"><dt>See also</dt><dd><a class="el" href="classUnity_1_1MLAgents_1_1Agent.html" title="An agent is an actor that can observe its environment, decide on the best course of action using thos...">Agent</a></dd></dl>
<p>instance's behavior and brain properties.  <a href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classUnity_1_1MLAgents_1_1Policies_1_1BrainParameters.html">BrainParameters</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Holds information about the brain.  <a href="classUnity_1_1MLAgents_1_1Policies_1_1BrainParameters.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>HeuristicPolicy</b></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The Heuristic Policy uses a hards coded Heuristic method to take decisions each time the RequestDecision method is called. <br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">interface &#160;</td><td class="memItemRight" valign="bottom"><b>IPolicy</b></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">IPolicy is connected to a single <a class="el" href="classUnity_1_1MLAgents_1_1Agent.html" title="An agent is an actor that can observe its environment, decide on the best course of action using thos...">Agent</a>. <br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>RemotePolicy</b></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The Remote Policy only works when training. <br /></td></tr>
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Enumerations</h2></td></tr>
<tr class="memitem:a8ab452527c9b0df29c341a5a3a7cdaa6"><td class="memItemLeft" align="right" valign="top">enum class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#a8ab452527c9b0df29c341a5a3a7cdaa6">InferenceDevice</a> { <a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#a8ab452527c9b0df29c341a5a3a7cdaa6a2b55387dd066c5bac646ac61543d152d">CPU</a> = 0
, <a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#a8ab452527c9b0df29c341a5a3a7cdaa6a52f9ec21735243ad9917cda3ca077d32">GPU</a> = 1
 }</td></tr>
<tr class="memdesc:a8ab452527c9b0df29c341a5a3a7cdaa6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Where to perform inference.  <a href="namespaceUnity_1_1MLAgents_1_1Policies.html#a8ab452527c9b0df29c341a5a3a7cdaa6">More...</a><br /></td></tr>
<tr class="separator:a8ab452527c9b0df29c341a5a3a7cdaa6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4e1f87903ff65bc5e1d2670a44bb4cfa"><td class="memItemLeft" align="right" valign="top">enum class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#a4e1f87903ff65bc5e1d2670a44bb4cfa">BehaviorType</a> { <a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#a4e1f87903ff65bc5e1d2670a44bb4cfaa7a1920d61156abc05a60135aefe8bc67">Default</a>
, <a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#a4e1f87903ff65bc5e1d2670a44bb4cfaa177f66eef44d2f07561cb28a72080f5b">HeuristicOnly</a>
, <a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#a4e1f87903ff65bc5e1d2670a44bb4cfaa1c88f425daaa01716f6d97c16c5d5bf3">InferenceOnly</a>
 }</td></tr>
<tr class="memdesc:a4e1f87903ff65bc5e1d2670a44bb4cfa"><td class="mdescLeft">&#160;</td><td class="mdescRight">Defines what type of behavior the Agent will be using  <a href="namespaceUnity_1_1MLAgents_1_1Policies.html#a4e1f87903ff65bc5e1d2670a44bb4cfa">More...</a><br /></td></tr>
<tr class="separator:a4e1f87903ff65bc5e1d2670a44bb4cfa"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aabd8ba5609c3a658b2906dc3de00ae9c"><td class="memItemLeft" align="right" valign="top">enum class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#aabd8ba5609c3a658b2906dc3de00ae9c">ObservableAttributeOptions</a> { <a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#aabd8ba5609c3a658b2906dc3de00ae9cafd038fc7f319e48f3115d92bf5bdbef9">Ignore</a>
, <a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#aabd8ba5609c3a658b2906dc3de00ae9caa0b9047802569896ca390a16a7b94529">ExcludeInherited</a>
, <a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#aabd8ba5609c3a658b2906dc3de00ae9ca14a6a1ed901025847f6e6bbefe46f7ea">ExamineAll</a>
 }</td></tr>
<tr class="memdesc:aabd8ba5609c3a658b2906dc3de00ae9c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Options for controlling how the Agent class is searched for ObservableAttributes.  <a href="namespaceUnity_1_1MLAgents_1_1Policies.html#aabd8ba5609c3a658b2906dc3de00ae9c">More...</a><br /></td></tr>
<tr class="separator:aabd8ba5609c3a658b2906dc3de00ae9c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a289d19b1eb0d908ce17b35be5e69b40b"><td class="memItemLeft" align="right" valign="top">enum class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#a289d19b1eb0d908ce17b35be5e69b40b">SpaceType</a> { <a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#a289d19b1eb0d908ce17b35be5e69b40ba4984667940802dedc139aa7a430a6553">Discrete</a>
, <a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#a289d19b1eb0d908ce17b35be5e69b40ba535863a82f163709557e59e2eb8139a7">Continuous</a>
 }</td></tr>
<tr class="memdesc:a289d19b1eb0d908ce17b35be5e69b40b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the action space is discrete or continuous.  <a href="namespaceUnity_1_1MLAgents_1_1Policies.html#a289d19b1eb0d908ce17b35be5e69b40b">More...</a><br /></td></tr>
<tr class="separator:a289d19b1eb0d908ce17b35be5e69b40b"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<h2 class="groupheader">Enumeration Type Documentation</h2>
<a id="a4e1f87903ff65bc5e1d2670a44bb4cfa"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a4e1f87903ff65bc5e1d2670a44bb4cfa">&#9670;&nbsp;</a></span>BehaviorType</h2>

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          <td class="memname">enum <a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#a4e1f87903ff65bc5e1d2670a44bb4cfa">BehaviorType</a></td>
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<p>Defines what type of behavior the <a class="el" href="classUnity_1_1MLAgents_1_1Agent.html" title="An agent is an actor that can observe its environment, decide on the best course of action using thos...">Agent</a> will be using </p>
<table class="fieldtable">
<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="a4e1f87903ff65bc5e1d2670a44bb4cfaa7a1920d61156abc05a60135aefe8bc67"></a>Default&#160;</td><td class="fielddoc"><p>The <a class="el" href="classUnity_1_1MLAgents_1_1Agent.html" title="An agent is an actor that can observe its environment, decide on the best course of action using thos...">Agent</a> will use the remote process for decision making. </p>
<p>if unavailable, will use inference and if no model is provided, will use the heuristic.</p>
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<tr><td class="fieldname"><a id="a4e1f87903ff65bc5e1d2670a44bb4cfaa177f66eef44d2f07561cb28a72080f5b"></a>HeuristicOnly&#160;</td><td class="fielddoc"><p>The <a class="el" href="classUnity_1_1MLAgents_1_1Agent.html" title="An agent is an actor that can observe its environment, decide on the best course of action using thos...">Agent</a> will always use its heuristic </p>
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<tr><td class="fieldname"><a id="a4e1f87903ff65bc5e1d2670a44bb4cfaa1c88f425daaa01716f6d97c16c5d5bf3"></a>InferenceOnly&#160;</td><td class="fielddoc"><p>The <a class="el" href="classUnity_1_1MLAgents_1_1Agent.html" title="An agent is an actor that can observe its environment, decide on the best course of action using thos...">Agent</a> will always use inference with the provided neural network model. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a8ab452527c9b0df29c341a5a3a7cdaa6">&#9670;&nbsp;</a></span>InferenceDevice</h2>

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<p>Where to perform inference. </p>
<table class="fieldtable">
<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="a8ab452527c9b0df29c341a5a3a7cdaa6a2b55387dd066c5bac646ac61543d152d"></a>CPU&#160;</td><td class="fielddoc"><p>CPU inference </p>
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<tr><td class="fieldname"><a id="a8ab452527c9b0df29c341a5a3a7cdaa6a52f9ec21735243ad9917cda3ca077d32"></a>GPU&#160;</td><td class="fielddoc"><p>GPU inference </p>
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<h2 class="memtitle"><span class="permalink"><a href="#aabd8ba5609c3a658b2906dc3de00ae9c">&#9670;&nbsp;</a></span>ObservableAttributeOptions</h2>

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<p>Options for controlling how the <a class="el" href="classUnity_1_1MLAgents_1_1Agent.html" title="An agent is an actor that can observe its environment, decide on the best course of action using thos...">Agent</a> class is searched for ObservableAttributes. </p>
<table class="fieldtable">
<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="aabd8ba5609c3a658b2906dc3de00ae9cafd038fc7f319e48f3115d92bf5bdbef9"></a>Ignore&#160;</td><td class="fielddoc"><p>All ObservableAttributes on the <a class="el" href="classUnity_1_1MLAgents_1_1Agent.html" title="An agent is an actor that can observe its environment, decide on the best course of action using thos...">Agent</a> will be ignored. </p>
<p>This is the default behavior. If there are no ObservableAttributes on the <a class="el" href="classUnity_1_1MLAgents_1_1Agent.html" title="An agent is an actor that can observe its environment, decide on the best course of action using thos...">Agent</a>, this will result in the fastest initialization time.</p>
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<tr><td class="fieldname"><a id="aabd8ba5609c3a658b2906dc3de00ae9caa0b9047802569896ca390a16a7b94529"></a>ExcludeInherited&#160;</td><td class="fielddoc"><p>Only members on the declared class will be examined; members that are inherited are ignored. </p>
<p>This is a reasonable tradeoff between performance and flexibility.</p>
<p>This corresponds to setting the <a href="https://docs.microsoft.com/en-us/dotnet/api/system.reflection.bindingflags?view=netcore-3.1">BindingFlags.DeclaredOnly</a> when examining the fields and properties of the <a class="el" href="classUnity_1_1MLAgents_1_1Agent.html" title="An agent is an actor that can observe its environment, decide on the best course of action using thos...">Agent</a> class instance. </p>
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<tr><td class="fieldname"><a id="aabd8ba5609c3a658b2906dc3de00ae9ca14a6a1ed901025847f6e6bbefe46f7ea"></a>ExamineAll&#160;</td><td class="fielddoc"><p>All members on the class will be examined. </p>
<p>This can lead to slower startup times.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#a289d19b1eb0d908ce17b35be5e69b40b">&#9670;&nbsp;</a></span>SpaceType</h2>

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<p>Whether the action space is discrete or continuous. </p>
<table class="fieldtable">
<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="a289d19b1eb0d908ce17b35be5e69b40ba4984667940802dedc139aa7a430a6553"></a>Discrete&#160;</td><td class="fielddoc"><p>Discrete action space: a fixed number of options are available. </p>
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<tr><td class="fieldname"><a id="a289d19b1eb0d908ce17b35be5e69b40ba535863a82f163709557e59e2eb8139a7"></a>Continuous&#160;</td><td class="fielddoc"><p>Continuous action space: each action can take on a float value. </p>
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